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dotfiles/gnome/.local/share/gnome-shell/extensions/blur-my-shell@aunetx/effects/blur_effect.js

236 lines
6.1 KiB
JavaScript

import GLib from 'gi://GLib';
import GObject from 'gi://GObject';
import Clutter from 'gi://Clutter';
import Shell from 'gi://Shell';
const SHADER_PATH = GLib.filename_from_uri(GLib.uri_resolve_relative(import.meta.url, 'blur_effect.glsl', GLib.UriFlags.NONE))[0];
const get_shader_source = _ => {
try {
return Shell.get_file_contents_utf8_sync(SHADER_PATH);
} catch (e) {
console.warn(`[Blur my Shell] error loading shader from ${SHADER_PATH}: ${e}`);
return null;
}
};
export const BlurEffect = new GObject.registerClass({
GTypeName: "BlurEffect",
Properties: {
'radius': GObject.ParamSpec.double(
`radius`,
`Radius`,
`Blur radius`,
GObject.ParamFlags.READWRITE,
0.0, 2000.0,
200.0,
),
'brightness': GObject.ParamSpec.double(
`brightness`,
`Brightness`,
`Blur brightness`,
GObject.ParamFlags.READWRITE,
0.0, 1.0,
0.6,
),
'width': GObject.ParamSpec.double(
`width`,
`Width`,
`Width`,
GObject.ParamFlags.READWRITE,
0.0, Number.MAX_SAFE_INTEGER,
0.0,
),
'height': GObject.ParamSpec.double(
`height`,
`Height`,
`Height`,
GObject.ParamFlags.READWRITE,
0.0, Number.MAX_SAFE_INTEGER,
0.0,
),
'corner_radius': GObject.ParamSpec.double(
`corner_radius`,
`Corner Radius`,
`Corner Radius`,
GObject.ParamFlags.READWRITE,
0, Number.MAX_SAFE_INTEGER,
0,
),
'direction': GObject.ParamSpec.int(
`direction`,
`Direction`,
`Direction`,
GObject.ParamFlags.READWRITE,
0, 1,
0,
),
'chained_effect': GObject.ParamSpec.object(
`chained_effect`,
`Chained Effect`,
`Chained Effect`,
GObject.ParamFlags.READABLE,
GObject.Object,
),
}
}, class BlurEffect extends Clutter.ShaderEffect {
constructor(params, settings) {
super(params);
this._sigma = null;
this._brightness = null;
this._width = null;
this._height = null;
this._corner_radius = null;
this._static = true;
this._settings = settings;
this._direction = 0;
this._chained_effect = null;
if (params.sigma)
this.sigma = params.sigma;
if (params.brightness)
this.brightness = params.brightness;
if (params.width)
this.width = params.width;
if (params.height)
this.height = params.height;
if (params.corner_radius)
this.corner_radius = params.corner_radius;
if (params.direction)
this.direction = params.direction;
// set shader source
this._source = get_shader_source();
if (this._source)
this.set_shader_source(this._source);
}
get radius() {
return this._radius;
}
set radius(value) {
if (this._radius !== value) {
this._radius = value;
// like Clutter, we use the assumption radius = 2*sigma
this.set_uniform_value('sigma', parseFloat(this._radius / 2 - 1e-6));
if (this._chained_effect) {
this._chained_effect.radius = value;
}
}
}
get brightness() {
return this._brightness;
}
set brightness(value) {
if (this._brightness !== value) {
this._brightness = value;
this.set_uniform_value('brightness', parseFloat(this._brightness - 1e-6));
if (this._chained_effect) {
this._chained_effect.brightness = value;
}
}
}
get width() {
return this._width;
}
set width(value) {
if (this._width !== value) {
this._width = value;
this.set_uniform_value('width', parseFloat(this._width + 3.0 - 1e-6));
if (this._chained_effect) {
this._chained_effect.width = value;
}
}
}
get height() {
return this._height;
}
set height(value) {
if (this._height !== value) {
this._height = value;
this.set_uniform_value('height', parseFloat(this._height + 3.0 - 1e-6));
if (this._chained_effect) {
this._chained_effect.height = value;
}
}
}
get corner_radius() {
return this._corner_radius;
}
set corner_radius(value) {
if (this._corner_radius !== value) {
this._corner_radius = value;
this.set_uniform_value('corner_radius', parseFloat(this._corner_radius - 1e-6));
if (this._chained_effect) {
this._chained_effect.corner_radius = value;
}
}
}
get direction() {
return this._direction;
}
set direction(value) {
if (this._direction !== value) {
this._direction = value;
}
}
get chained_effect() {
return this._chained_effect;
}
vfunc_set_actor(actor) {
super.vfunc_set_actor(actor);
if (this._direction == 0) {
this._chained_effect = new BlurEffect({
radius: this.radius,
brightness: this.brightness,
width: this.width,
height: this.height,
corner_radius: this.corner_radius,
direction: 1
});
if (actor !== null)
actor.add_effect(this._chained_effect);
}
}
vfunc_paint_target(paint_node = null, paint_context = null) {
this.set_uniform_value("tex", 0);
this.set_uniform_value("dir", this._direction);
if (paint_node && paint_context)
super.vfunc_paint_target(paint_node, paint_context);
else if (paint_node)
super.vfunc_paint_target(paint_node);
else
super.vfunc_paint_target();
}
});